Hello I'm Georgie.
I'm a games developer and mission designer in training. This website features a collection of my personal and professional projects, mostly from my work as a developer. I'm now working as an Associate Mission Designer on an announced title at Hangar 13.

PORTFOLIO

This section contains a collection of my professional and personal work. Click on the buttons below to filter the projects by type or view them all.


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ALL PROJECTS

PROFESSIONAL

Tee and Mo Picnic Time

Company: Plug-in Media

Client: BBC

Release date: July 2018

Role: Developer

Tools used: Custom BBC Game Engine (YAML)

About the game: Tee and Mo Picnic Time is a series of mini-games that follow a day out with characters from the show 'Tee and Mo', made for the CBeebies website and the Playtime Island app.
My involvement: The game was developed using BBC's custom game engine which involved using YAML. I worked independently as the developer for the full duration of this project.

Click here to play the game on the CBeebies website.

PROFESSIONAL

Shimmer and Shine: Magical Genie Games for Kids

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Company: Plug-in Media

Client: Nickelodean - Nick.Jr

Release date: August 2017 (US version), July 2018 (International version)

Role: Developer

Tools used: Unity/C#

About the game: Shimmer and Shine: Magical Genie Games for Kids is an iOS and Android mobile game featuring characters from the popular Nickelodeon children's TV show Shimmer and Shine. The app consists of four mini games such as a pet care and a hide and seek game which reward the user with a sticker that they can then use to decorate their genie palace with.
My involvement: I was involved in the full development life cycle of the game, working independently or with the senior developer, for the duration of the project.
Responsibilities included:

  • Developing the initial prototype with the core functionality and features of the game in accordance with the Game Design Document.
  • Responding to client feedback, using an iterative design approach to produce the final game.
  • Liaising with the art team to integrate 2D and 3D art and animation into game.
  • Bug fixing.
  • Localising the app into 8 different languages for the international release in July 2018.

PROFESSIONAL

Paw Patrol Pups Take Flight

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Company: Plug-in Media

Client: Nickelodean - Nick.Jr

Release date: March 2016

Role: Junior Developer

Tools used: Unity/C#

About the game: Paw Patrol: Pups Take Flight is an iOS and Android game featuring characters from the popular Nickelodeon children's TV show Paw Patrol. The user controls the pup with swipe and finger-trace gestures and can explore 30 different levels to win badges for each character. The latest update features 30 more levels based in underwater environments.
My involvement: The game has released a number of updates since the original (which was developed before I joined the company).
Responsibilities included:

  • Christmas update (released December 2016): Integrated the new festive themed levels and coded the new power ups.
  • Underwater update (released July 2017): Developed the underwater based levels of the game.
  • Integrated Helpshift SDK (a customer support platform accessible from within the app).
  • Bug fixing, localisation fixes and optimisation.

PROFESSIONAL

Gamer Network Motion Graphics


1) EGX event ident

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2) Rezzed event ident

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3) Digital Foundry YouTube channel ident

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4) Eurogamer YouTube channel ident

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Company: Gamer Network

Dates: 2015 (Industrial placement year)

Role: Motion Graphics designer

Tools used: Adobe After Effects

Gamer Network is one of the world's leading games media businesses. They are responsible for major video games websites including Eurogamer, GamesIndustry.biz and Digital Foundry and they also organise the UK's largest annual video games expos: EGX and Rezzed. During my placement year, I produced a number of motion graphics used by the company including:

  • 1), 2) Animated idents displaying the event logo for EGX 2015(1) and Rezzed 2016(2). These were used on the stage screens throughout the expo and shown before and after the live streams of the developer sessions.
  • 2) The ident and lower thirds that are displayed at the start of the videos on the Eurogamer channel. These were made as part of the companies redesign of the Eurogamer YouTube channel.
  • 3) Animated ident for the Digital Foundry YouTube channel (Digital Foundry is part of the Eurogamer site dedicated to in-depth analysis of games and gaming hardware.)

PERSONAL

Deep Sea Fish Runner

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Role: Designer/Developer

Tools used: Unity/C#

Date created: 20-21st May 2017


About the game: ** Winner of the Berlin Ocean Jam! **
Deep Sea Fish Runner is a side scroller where you control a school of fish moving through the ocean and attempt to keep as many fish alive as possible by avoiding the fishing nets, falling rubbish and the approaching oil spill!

About the project: The British Embassy sent eight people from the UK to take part in the Berlin Ocean Jam to make a game as part of the Year in Science in Germany. The purpose of the jam was to produce a game that would convey the environmental issues (overfishing, littering etc) that are affecting today's oceans. In a team of five, my role as designer and developer involved coming up with the core concept and functionality of the game and then programming this alongside one other developer.

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I wanted our game to be visually appealing and include a variety of imaginary creatures to convey the beauty and magic of the ocean (I was amazed to learn that so much of the ocean is still unexplored and new alien like creatures are discovered every year!). In the game, the fish are followed by a harmful oil spill and hazardous falling rubbish to demonstrate the negative human impact on the ocean and how it affects the fragile nature of the inhabitants. When the player dies, they are presented with a fact about the ocean in order to communicate something they may not know while also raising awareness about this important subject.

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PERSONAL

Poop Deck

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Role: Developer

Tools used: Unity/C#

Date: January 26th - 28th 2017

About the game: Take control of First Mate Wendell and keep the deck clean to reach your destination and stop the ship sinking!
About the project:
Poop Deck was a game created in 24 hours for the Brighton Global Game Jam 2017 based on the theme "waves". As lead programmer, my responsibility was to manage the development team while working alongside the 3D artists to bring the game to life.


PERSONAL

Inkarmation

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Role: Designer

Tools used: Unity/C#

Date: January 2016

About the game: Gather energy to embody different creatures and progress through the inkarmation ritual starting as a primal soul and becoming a rabbit, a wolf, and a hunter. Avoid predation while your incarnation energy is low, and do your best to be eaten by the right creature at the right moment. Wander, grow, die, fulfil the ritual of life.

About the project: Inkarmation was a game developed in 24 hours as part of the Global Game Jam 2016 in Brighton based on the theme: 'Rituals'. Working in a team of six, I took on the role of game designer and was responsible for generating the ideas and rules for the game, maintaining the design document and designing the level.


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PERSONAL

Lyra's Wings

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Role: Designer/Developer/3D artist

Tools used: Unity/C#/Blender

Date: June 2016

About the game: Lyra's wings is an audio-visual platform game which immerses the player in a world that reacts to the music. (Unmute the video below)

About the project: Lyra's Wings was the game I created for my Final Year Project at University and it earned me a First class degree grade (79%). My aim for the project was to explore how music and gameplay could be intertwined using audio reactive techniques to visually and auditorily immerse the player in an engaging experience. The game takes the form of a traditional 3D platform game. You play as Lyra who is a young girl in a dreamlike world of suspended islands. The player must jump from platform to platform, collecting feathers to eventually reach your eagle spirit at the end of the game. The inspiration for the game was Greek mythology and the story of the musician Orpheus, whose music was so magical he could "charm wild animals and cause trees to uproot themselves and follow in his steps". The story goes that at the end of his life his instrument was cast into the sky, and it formed the constellation which was named Lyra. The Lyra constellation is often represented in star maps as an eagle positioned behind the instrument. The significance of this is that in the game, Lyra is collected by an Eagle spirit and together they fly up to the night sky.


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** Awarded the Informatics undergraduate certificate for Best Final Year Project Poster 2016 **

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About me

I live in Brighton where I worked as a developer for over two years before moving into game design.
When I'm not making games or playing them, I spend my free time exercising, playing guitar and playing netball with my local team.

If you'd like to see my CV, please feel free to get in touch.
Email me at: georgie.mcdaniel@gmail.com